MapRotatorUT [Release]

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JackGriffin
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MapRotatorUT [Release]

Post by JackGriffin »

First the goodies
MapRotatorUT.zip
(3.78 KiB) Downloaded 133 times
What it does:
While the server is running this mod will check once a minute to see if there are players on the server. If there are players it then goes back to sleep and checks again in one minute. If it checks and there are NO players it begins a count. One it checks the number of times you have set in "CheckTimeMinutes" it will then force the server to change to the map declared in "hubmap". If the server is already in the hubmap the mod will shut itself down entirely and load back again when the next mapchange occurs.

I wrote this specifically for my coop server but it will work on UT too. Bear in mind this uses a generic command that tells the server to load a specified map. If you are using mapvote to run extra mods, etc this will not load them. It shouldn't be a big deal since the hub map is usually just a reset type map anyway and not one that gets real play.

Enjoy and/or fuck off :lol2: :rock:
So long, and thanks for all the fish
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papercoffee
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Re: MapRotatorUT [Release]

Post by papercoffee »

What? No one is commenting?

I'm not a server guy, but I like this idea.
MrLoathsome
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Re: MapRotatorUT [Release]

Post by MrLoathsome »

I would comment, but I think I already have that running for years via the ECoop mutator.

If no players are on for quite a while, it will switch back to the PortalMap.
Would have to go searching for details on how long it waits or how it determines when to switch.

This does sound like a useful mutator for servers that aren't running ECoop.
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Re: MapRotatorUT [Release]

Post by Higor »

Mmmhhh, I was playing Coop like a year ago on the dev server... left and the following day the map was still on.
Rejoined with all my items and kept playing :loool:
I'd use it for ANY game mode, except coop (if supported by XC_Engine) lol.
JackGriffin
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Re: MapRotatorUT [Release]

Post by JackGriffin »

I'm actually going to start working on a gear system that will carry from map series to map series. You can leave and come back next week to another map and still have your stuff. The server will begin to migrate towards a harder, career-type system with saved stats and such. I've been talking with Bob about it and I'm almost ready to do the primary coding.
So long, and thanks for all the fish
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Chamberly
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Re: MapRotatorUT [Release]

Post by Chamberly »

Interesting. I had to set a settings in the server to like 1 mins or so for automatic map rotate test, so I can check the server log and see if I'm missing any files for the map and this is what I done, and got it all with a simple search in the log "find" and upload the remaining files, took about 3 days maximum when I did a mass upload without properly searching for files required for it. So now, I just have a folder in my external hard drive as a server file backup, so I don't have to go through all this again. *Cough cough Fragnet lost files cough*

lol Higor 8)
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Dr.Flay
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Re: MapRotatorUT [Release]

Post by Dr.Flay »

A much handier way to promote that a server has more than Deck-16 and Facing Worlds.

The gear system sounds like it will make your explore-em-up server very attractive for long-term play. very cool.
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sektor2111
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Re: MapRotatorUT [Release]

Post by sektor2111 »

Btw, I would like to see a code snippet able to show map-file-Name in whatever mutator ex: DM-Some_Map.unr. I've figured statlog having something native fully functional named

Code: Select all

native final function string GetMapFileName();
Declaring that native in other class was doing funky things at compiling so I have modified a couple of lines to gain Exactly name of UNR file used. I don't know if I have failed declaration or engine deny that external usage so I was sloping a bit:

Code: Select all

class DeathMatchPlus expands...;
...
var string MapMessage;
...
...
function PlayStartUpMessage(PlayerPawn NewPlayer)
{
	local int i;
...
	local color ColorGold, ColorPink;
	local string tmp;
	local StatLog SL;

	NewPlayer.ClearProgressMessages();
	ColorGold.R = 254;
	ColorGold.G = 254;
	ColorPink.R = 254;
	ColorPink.G = 128;
	ColorPink.B = 254;

	if (MapMessage == "")
	{
		SL = Spawn(class'StatLog');
		if ( SL != None )
		{
			tmp = SL.GetMapFileName(); //acquire string
			SL.Disable('Timer'); //No need this copy after all
			SL.Destroy(); //Get rid of it
		}
//	MapMessage = "Running Map:"@Level.GetURLMap(); //works well ON-Line - Local shows old map loaded
		if ( tmp != "" )
			MapMessage = "Running Map:"@tmp;
		else
			MapMessage = "Bork > Unknown Map Name!!!";
	}
....
	// Game Name
	NewPlayer.SetProgressMessage( GameName, i++ );
	// Optional FragLimit
	if ( fraglimit > 0 )
		NewPlayer.SetProgressMessage( FragLimit@GameGoal, i++ );
	if ( Level.NetMode == NM_Standalone ) //Local using GetURLMap() return crap
	{
		NewPlayer.SetProgressMessage( SingleWaitingMessage, i++ );
		NewPlayer.SetProgressColor(ColorPink, i);
		NewPlayer.SetProgressMessage( MapMessage, i++ );
	}
	else if ( bRequireReady )
	{
		NewPlayer.SetProgressMessage( TourneyMessage, i++ );
		NewPlayer.SetProgressColor(ColorPink, i);
		NewPlayer.SetProgressMessage( MapMessage, i++ );
	}
	if ( bUseXC )
	{
		NewPlayer.SetProgressColor(ColorGold, i);
		NewPlayer.SetProgressMessage("Enhanced with XC_Engine", i++ );
	}
Alternate option ? Anyone ?
Last edited by sektor2111 on Wed Jan 27, 2016 7:23 am, edited 1 time in total.
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Barbie
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Re: MapRotatorUT [Release]

Post by Barbie »

I use this one, but I have no idea if it works offline:

Code: Select all

static function bool ExtractMapFilename(string URL, bool WithExt, out string MapFilename) {
/******************************************************************************
Extracts the Map filename from given *URL* and returns TRUE.
If no filename could be found in *URL*, FALSE is returned.
In detail: *MapFilename* returns the part between "/" and "?"
Example for URL:
"Level.GetLocalURL=0.0.0.0/MH-Cliffs2.unr?Name=Player?Class=Bo..."

Alternate methodes to get current map name:
* Get *string(self)* and cut off *self.Name*
  Example: string(self)='MH-TowerOfDeath2.KHMBase0'
* string(Level.Outer.Name) <- but result is without extension
******************************************************************************/
local int i;

	i = InStr(URL, "/");
	if (i < 0)
		return false;
	URL = Right(URL, Len(URL) - i - 1);
	i = InStr(URL, "?");
	if (i < 0)
		return false;
	MapFilename = Left(URL, i);
	if (! WithExt)
	{
		i = InStr(Caps(MapFilename), ".UNR");
		if (i >= 0)
			MapFilename = left(MapFilename, i);
	}
	return true;
	
}
Also the extension extracting code's reliability depends on definition of extension.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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